Commit Graph

19 Commits (c7a02dc058018429fca8fb0c979785be34bebaf6)

Author SHA1 Message Date
Robert Adams 87c81b5172 BulletSim: Add delay to stationary check after adding force to Avatar.
Fix to Mantis 8496.
Add parameter [BulletSim] AvatarAddForceFrames.
2019-03-06 10:29:46 -08:00
UbitUmarov c92ba1cc04 shut up some pesty warnings 2018-01-15 16:23:19 +00:00
Robert Adams df3759e099 BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" to
adjust the walking speed passed from the simulator. Default is 1.0f so
there should be no change for regions who do not change the factor.

The adjustment for walking speed and AlwaysRun speed should be in the
simulator and not the physics engines (who all assume TargetVelocity.set
is only used for avatar walking/running) but that would require tweaking
all the phyiscs engines.
2017-10-13 12:00:07 -07:00
Robert Adams f348f7fa90 BulletSim: first version of raycast. Only single contact point and no
filtering.
2017-09-03 17:15:27 -07:00
Robert Adams 5c36561424 BulletSim: add clock and change logic for taint processing a little
so taints check if they are not in simulation time and execute
immediately if not.
2017-08-28 15:23:32 -07:00
Melanie Thielker b16abc8166 Massive tab and trailing space cleanup 2017-01-05 19:07:37 +00:00
Robert Adams e13ff5a392 BulletSim: update avatar velocity setting to the new TargetVelocity pattern.
Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing
   of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity
   sets a velocity target and the movement motor is used to accelerate the'
   avatar to that velocity.
2016-11-13 11:19:54 -08:00
Robert Adams e13fecfd3d BulletSim: zero velocity target when setting velocity through the
SetMomentum method.
2016-10-03 20:47:30 -07:00
Robert Adams c7e4b14a26 BulletSim: fix problem with avatar velocity going to zero when flying across
region boundries.
Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and
   have both BSPrim and BSCharacter share the code.
2016-09-30 19:35:44 -07:00
Robert Adams be43fc2234 BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.
This disables all the avatar size fudge numbers previously used by BulletSim.
If you have your region tuned to the old way, set
"[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files.
2016-03-06 14:23:06 -08:00
Robert Adams 33af419050 BulletSim: make collision sounds work most of the time. Seems that collisions
usually stop  the collider so velocity is often small.
Also remove some chatty debug messages.
2016-01-19 22:09:51 -08:00
Robert Adams ddd59fab5f BulletSim: add stationary suppression on AddForce application. This enables
small pushing of avatars (Mantis 7779).
2016-01-18 10:50:28 -08:00
Robert Adams 35d4298be6 BulletSim: change method signatures for internal AddForce methods to remove
confusion about push forces. The latter is an external, physics engine interface
feature (the force parameter has a different unit if pushing vs adding force)
and that distinction is not used internally.
2016-01-18 07:02:48 -08:00
Robert Adams d4e88f8883 BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,
which called BSCharacter.AddForce, can now move a character.
2016-01-10 14:53:55 -08:00
UbitUmarov 79945cff7c improve a bit llpushobject on avatars using bullet, but force is ignored a few seconds after a movement comand. RAdams plz take a look 2015-12-12 20:52:12 +00:00
UbitUmarov deb4364f42 remove the use of Vector3 for axis locks on the rest of engines 2015-10-21 00:15:09 +01:00
Diva Canto ce2c67876e More namespace and dll name changes. Still no functional changes. 2015-08-30 21:05:36 -07:00
Diva Canto 2c0cad6dd3 Renamed the namespaces too 2015-08-30 20:29:31 -07:00
Diva Canto 1d6b33bc2d Major renaming of Physics dlls / folders. No functional changes, just renames. 2015-08-30 20:06:53 -07:00